Changed color of medkit world model border to make it more distinct from pmedkit

Removed UVW seam on slick scientist head

Tweaked FPS of reload animation on the v_uzi model

Tweaked chrome effects on 357

Added a new v_shotgun model to MommaMesa

357: Rotated recessed areas 30 degrees and fixed holes on barrel.

Added new loader.mdl with HL and Opposing Force animations

Added cSMG's hgrunt_sniper.mdl

Merged hungerzork from They Hunger into one model

Added Kingpin model

Cleaned up Barniel player model rig

Reverted dm_gordon player model to to fix faceted faces

Added shephard and beret player models

Modified sc_activist houndeye to have increased attack fps

Increased size of buttons on v_medkit to eliminate holes

Sound Changes

Normalized all kingpin sounds based on average loudness and removed background static noise from idle/move sounds.

Added a slow-movement sound to be used for the walk animation of the kingpin.

Added new Kingpin death sounds.

Made the kingpin sound effects sound less like a person gurgling.

Added new kingpin idle/alert/move/pain sounds.

Updated songs for Kyper kuutio.

Added new bodyguard sounds.

Code Changes

New Features

Added the kingpin monster.

Added trigger_setcvar entity, allowing a number of specific CVARs to be dynamically set by mappers.

Improved trigger_track_goal to account for non-looping path tracks.

Added spawn flag for func_tracktrains to skip updating its yaw angles as it moves.

Mappers can now specify angles/orientation for the Weaponbox entity.

Added a solution for allowing Hammer to have key names for WeaponBox ammo types. This involves some new key names for Hammer which are converted to their actual ammo types.

bullet9mm (9mm Ammo)

bullet357 (357 Ammo)

bullet556 (556 Ammo)

handgrenade (Hand Grenade Ammo)

satchelcharge (Satchel Charge Ammo)

tripmine (Trip Mine Ammo)

Added info_teleport_destination "trigger on spawn" feature.

Added new "Player Invulnerable" spawnflag for trigger_camera to stop players taking damage while the camera is active.

New spawn flags added for the xen plant entities (xen_hair, xen_plantlight, xen_tree and xen_spore_small/medium/large) which make it easier for mappers to place them in a natural looking way:

"Drop To Ground"

"Random Angles"

"Non Solid" - Only applies to xen trees and xen spores and trees.

Func_breakable and func_pushable entities have the following changes:

New spawnflag "Immune to Clients" - Cannot be damaged or broken by players under any circumstances (except when triggered to break via the "Only Trigger" spawnflag).

New "Classify" key. When set to "Player Ally" (11) or "Human Passive" (3), can only be broken by players when the cvar "mp_npckill" is 1. Immune to players but damageable by monsters when "mp_npckill" is 2.

trigger_copyvalue and trigger_changevalue can now concatenate strings.

Added spawnflag 2 to game_text, which disables printing the message to the console (apart from servers and developer mode).

Func_door - new "fire on open" feature added for func_door.

Added trigger filtering code to player spawn points, so you can now use a semi-colon ';' separator to filter inputs and outputs using multiple target names.

Added "Reusable" spawnflag and custom-sprite option for the env_funnel entity.

Added saw tooth and sine wave LFO options for ambient_generic.

The "player_weaponstrip" entity can now be configured to strip the player's suit.

The "player_weaponstrip" entity can now be set to strip items from [all players] or [all players except the activator], instead of always only the player that activated it.

Added copy-interval to trigger_copyvalue.

Added trigger_condition constant mode trigger behaviour. (See FGD)

Added new weapon and ammo entries for func_breakable's "spawn on break" option.

Added ability for trigger_save and trigger_load to trigger something after saving/loading.

Added "Trigger after spawn" ability for trigger_createentity.

Added "!activator"- and "!caller" support to trigger_createentity.

Added new entity trigger_entity_iterator. Allows level designers to search the map for certain entities in the game and force them to trigger something.

Mappers can now re-define sv_maxvelocity for high speed trigger_push entities.

New entities item_helmet and item_armorvest, as they appear in Blue Shift.

Trigger_change_class entity can now work with Players. This allows players to have their classification overridden.

Trigger teleport can now be enabled/disabled by targeting it, so you don't have to use a master entity to disable the teleporter. Supports use type on/off/toggle properly. New spawn flag 4096: Start Inactive

Trigger_changevalue and trigger_copyvalue now support setting entity state and flag bit mask variables with original identifiers from the code. ("FL_NOCLIP", etc.) Leading ~ will perform bitwise negation.

Trigger_changevalue and trigger_copyvalue now support setting entity edict keyvalues. For trigger_copyvalue, source keyvalue can be left empty to treat the source entity as the edict_t* to be used.

Added feature for mappers to set custom keyvalues to store variables on entities.Use the following prefixes:

$i_name for integers (whole numbers)

$f_name for floating point numbers (decimal numbers)

$v_name for vectors (X, Y, Z)

$s_name for strings (text)

Changed a bitflag assignment from + to | (xenmaker template).

Weapon Changes & Bug Fixes

New feature: Shock rifle secondary fire can now charge player HEV

Updated shared player movement code to help reduce lag complications when using the barnacle grappling hook.

Fixed Barnacle grapple tongues being pushed by trigger_push.

Reduced the delay time for spore launcher reloading (as you finish reloading).

Shock rifle - Lightning now takes twice as long to charge and the chain lightning decays twice as fast.

Players that use their medkits are awarded points depending on how much they heal.

Added CVAR "mp_disable_medkit_points" to control points given for healing/reviving -- mapper controllable. Points given for healing is 10% of what you heal (i.e. heal something by 8 points and 0.8 points is added to your score).

Male assassins now stop investigating sounds if they're set with the prisoner spawnflag.

Male assassins with no weapons will use sequence "standing_armswing" instead of "standing_m40a1" (sniper rifle). If "standing_armswing" isn't present in the model, it will fall back to "standing_m40a1".

Turrets, Mini-Turrets, and Sentry Guns now auto-start if they lack a targetname, and are not set with the "Start Inactive" spawnflag in Hammer.

General Changes & Bug Fixes

Sound engine - Performance improvement - Moved audio volume check to UpdateEnvironmentalEffect() so that it doesn't do a CVAR lookup every game frame.

Changed UpdateEnvironmentalEffect() to run every 2 seconds instead of every second.

Modified some room types (audio environment sound effects) slightly.

Moved the sound engine's volume check up higher so that it executes even if room_off is enabled.

Changed the map voting list to use the unreliable message channel to help free up the reliable channel for more important data when players join.

Stopped the map voting list printing every map added to it in the server console.

Sound engine - Minor adjustments to 3D positional audio settings.

Sound engine - Changed sound messages to transmit entity indexes as short integers to take up less space.

Fixed trigger_changemodel issue having rough transitions. If set on monster, previous animation activity and animation frame are accounted for. Animation interpolation is also disabled during the model swap.

Re-enabled game_text messages printing in the console for all instances, not just for servers and developer mode.

Denied cheat attempts are now logged in the server console including the player name, Steam ID, and the cheat attempted.

If developer is 2 (or higher) the sound engine will print a list of sounds it successfully loads along with fails.

Deleted CVAR "sv_admins" for a list of server administrators, as it is limited to 128 characters. Instead list your server administrators in a text file pointed by CVAR "adminslist" [default "admins.txt"]. You can have up to 256 administrators in this file.

Fixed warning "doesn't have a landmark" not having a newline ending, meaning the next console/log message was stuck on the end of this warning.

Added resolutions for 1600x*, 1680x*, 1920x* to the VGUI code.

Changed armor damage multipliers when a player is in slime or lava. Slime: 1x if feet submerged, 2x if waist submerged, 3x if fully submerged. Lava: 2x if feet submerged, 4x if waist submerged, 6x if fully submerged

Moved some sound-engine-related debug messages to the "developer 2" setting.

trigger_setorigin - Entity positions (their origin) are now *always* updated by the engine. Removed unused/non-functional features. Added new feature "angle offset" - offsets the target entity's angles after it's positioned in place. Entity offset calculations are now based on the entity's origin, rather than the entity's center position. Backwards compatibility added for removed feature "m_fRotate". If "m_fRotate" is specified, the "Lock Offsets" flag is turned on. "Offset Difference" spawnflag renamed to "Lock Offsets".

trigger_copyvalue and trigger_changevalue now uses the engine for entity positions, to coincide with trigger_setorigin.

Fixed custom hull sizes being overridden by a default size for all items (apart from item_generic).

Slight performance tweak to button sparks.

Func_breakable's explosion magnitude now affects gib velocity.

Gib velocity is now relative to the attack

Server stalls with error "Node queue is full!" when a map has to many navigation nodes. Made the output more informative.

Increased the default sv_zmax cvar, as mappers forget to increase it for their maps.

Reverted blood squirts to only appear when something is shot by a sniper rifle.

Major Bug Fixes

Fixed a server crash for when a player picks up the shock rifle while holding no weapons.

Fixed picking up dying shockroach exploit.

Fixed game_text crashing with NULL activator when not set to display to all players.

Fixed bug with trigger_transition to allow any player to use it, rather than just the 1st player connected.

Fixed crash bug with the snark nest NPC doing a visibility check on their enemy, even if they had no enemies.